hi everyone , ya boi is back with NAPP 3.10! Not going to beat around the bush with this one, straight to the point.
First of all, the next update will be the 4.0, the mighty FREE one, so buckle up!
Now with the 3.10 stuff:
Chainmail armor: This is where I spent most of the time. Now I have a good method in place to be able to make all of the armors (and other entities) entirely in substance with full 3D previsualization. For the next update I think I'll have the rest finished. For the chainmail one, I went for a classic look, without much bells and whistles. It was kinda tricky to get it right due to the messy and noisy nature of the chainmail, but I think it works pretty good!
new Cobblestone (cobble and mossy cobble): This one was hard, because it was one of the first textures I made for Napp, and the one that blew up on Reddit and brought many people, but I felt that It wasn't fitting in right now with the stone family. I'm going to be honest, I spent a lot of time on this, it's a very hard texture to get it right, it has to work on multiple repetitions, look clean, but also messy, so it looks good far away, but doesn't loose detail up-close... But i f***ng love the new one, it's what I wanted to do back then but didn't know how to.
new Lodestone: I know i know... some people like the old one with the compass on top, but don't worry! I'm keeping all legacy textures and I'll find a way to make them available to everyone in case you prefer some of the old ones, so everyone is happy. I briefly talked in the #feedback channel why I'm remaking some of the textures*. (I'll leave it on the end).
new Blackstone (cobbled, gilded, bricks, cracked bricks, polished and chiselled): 6 blocks in total, completely remade from scratch, so they now resemble better the gritty and rough vanilla feel, as well as it's real color!
Lanterns (regular and soul): Finally, lanterns are here! It was super fun to make, and I love the result. I gave them a little extra shine using the emissive map, (especially in the soul one) so the colors and shape are more visible in the night. Also, making the lanterns I got the fundation to make the chains, so those will come next update!
new Nether bricks (red, nether, cracked and chiselled): This was mostly a clean-up of the shape, specially on the chiselled one, the old one always bugged me. Also improved the specular map too.
new TNT block: I fixed some of the things with the TNT block, now the POM work better with the frames and the shape (especially on the top texture) doesn't look jagged and pixelated. Also remade entirely the bottom texture so its more vanilla-like (as i said, all legacy textures will be available, so the classic fun one we made on stream will be available too)
Grass overlay: I added some missing blocks on the list and changed some old names (like the grass path) so now it works on most things.
Log emission fixed: There was an error exporting the new log textures back then, but now the regular logs doesn't have any emissive map.
weird POM glitch finally FIXED: The famous bug that made doors/trapdoors/furnaces/respawn anchor/etc.. look funny and glitchy is finally GONE!
Log updated: for 1.18 versions, so you don't get the annoying error message.
I also was working on the bedrock, and I'm onto something there, but it didnt feel finished yet, so I'm keeping that one for the next update.
And that's it, I hope you all enjoy this new update, and stay tuned because the FREE one is coming next! Also links will be up in about 20 minutes or so.
Love you all (I truly do)
Del_Cieno
*
''To be honest i had that fear once i started 'improving' the textures. I've always looked for a stylized look, (in fact, the name NAPP mocks the average 'photorealistick' thing). But when I started, my knowledge on the software was nowhere near where is today, and the style itself was all over the place... maybe one texture was based on a tutorial, so it looked one way, others were compromised with my lack of knowledge on how to do something so i had to make a workaround, etc... and felt like some textures were based on my limitations and not the other way around (limiting myself, or choosing the right tools to get what i want). What im trying to do now is trying to get every texture to speak the same language, so the overall feel is solid and in my own style, and I have found that style in that weird but cool place (for me), where the shapes feel simplified and stylized, but with that HD look when you see it upclose, and im very happy with the result. Also, i always try to get the best shot for every pic i upload, with cool reflections, sun hitting in the right spot so the grit is shown, etc... but if you try it in game, it basically feels the same unless you zoom into it. With all this, Im not trying to convince you to like the 'new' style!! by any means, but I just wanted to explain why this retexturing is happening, so you all can understand where i am in my artistic journey with NAPP (damn how pretentious it sounds hahah sorry)
finally i feel like i have control on what i do, and is not that my limitations control the result, if that makes sense... still a ton to learn tho, im just a little noob in look development and all that stuff''
TheTickster
2022-05-21 00:20:45 +0000 UTCKhoa Trần
2022-04-17 22:13:19 +0000 UTC